PPSSPP is advanced PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.
Here are changes for latest development builds:
Core: Remove Host entirely;
GPU: Add xfer flag to ignore create vfb flags
Windows: Save console position on shutdown;
Common: Reduce logging of system requests.
GPU: Fix intra-block transfers in ToP CE. Used in Olive Village;
GPU: Add xfer flag to ignore create vfb flags. Save icons need CPU reads to work;
PPSSPP can run your PSP games on your PC in full HD resolution, and play them on Android too. It can even upscale textures that would otherwise be too blurry as they were made for the small screen of the original PSP.
Even on modern Android phones and tablets, you can often run at double the original resolution.
Changelog:
Multiple shader compatibility fixes for older devices/drivers: (#16710, #16709, #16708)
PPSSPP is advanced PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.
PPSSPP is a fast and portable PSP emulator for Android, Windows, Mac, and Linux, written in C++.
Changelog:
Fix Toca/DTM and others (culling) on Mali again ([#16645])
[*]Fix line rendering bugs in the homebrew Tempest clone Webfest ([#16656])
[*]Assorted cleanup and bugfixes ([#16673], [#16662], [#16655], [#16644], [#16636], [#16639] etc)
PPSSPP is advanced PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.
Here are changes for latest development builds:
Add savestate checkpoints to verify that MEASURE and WRITE match;
OpenXR HUD support for even more games;
Reserve some space in the checkpoints vector;
Add a NOOP state to reduce logspam after error;
Better handling infnan fog coefficients in softgpu;
PPSSPP is advanced PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.
Here are changes for latest development builds:
Move IO checks to saving thread;
Prevent save textures if not replacing;
Save textures using a memory copy on Vulkan;
Allow saving const tex levels on Vulkan;
Save textures on background tasks when texture dumping is enabled;
Fix hang when choosing "Skip" in first-time init;
Disable not needed anymore workaround for Crash Team Racing;
Add contributed data about a couple of prototypes to auto-expand memory to 64MB;
Jpcsp is written in Java advanced PlayStation Portable emulator. Matching the PSP dual-core architecture, Jpcsp takes full advantage of dual-core processors and supports powerful GPUs for displaying enhanced graphics.
Here are changes for latest development builds:
Fixed vertex cache where the last 2 bytes of a vertex buffer were sometimes lost;
Improved shader rendering for overlapping primitives;
Avoid NullPointerException when showing Debugger in some cases;
OpenGL: trying to fix issues when resizing the display in the middle of the rendering;
PPSSPP is a written in C++ PSP emulator, that translates oryginal handheld CPU instructions into optimized x64 or ARM64 machine code using JIT recompilers. Thus it can run on quite low-spec hardware, including ARM-based phones and tablets with OpenGL ES 2.0 support.
Here are changes for latest development builds:
Fix inconsistency issue in Adhoc support between Windows and non-Windows;
Increase the timeout when the connection to the AdhocServer is already in progress, avoids cutting off the connection if it took longer than expected but almost completed;
Added a function to get SO_ERROR on a socket;
Updated getLocalIp function to detects local IP better;
Use the most recent posix socket id during blocking simulation, since there is a possibility for the socket id to changes after recreated;
Recreate the socket before attempting to connect again after ECONNREFUSED/ENETUNREACH error, since...